Currently, I am delving into the world of webgl and shaders to enhance my understanding and skills. My objective is to create animations for website backgrounds. I have successfully imported basic examples from shadertoy into three.js and have been experimenting with them. However, I am facing challenges with more advanced examples, specifically this one:
When porting shader programs to three.js, the following steps are necessary:
- Create a basic three.js setup with
new THREE.PlaneGeometry()
- Define uniforms for
iTime
andiResolution
- Create script tags for vertex and fragment shaders
- Insert the content from shadertoy (image section) into the fragment shader
- Add generic script in the vertex shader
- Change the names to
gl_FragColor
andgl_FragCoord
- Update the function name to
void main(void)
If the shader uses a texture in one or more channels, then:
- Load the texture with
new THREE.TextureLoader()
and create a uniform foriChannel0
While the basic examples work well with the above steps, the linked example includes:
- Buffer A
- Buffer B
Both of these buffers have their own shader programs and main functions. How can I handle these to effectively port them to three.js?
As of now, my progress looks like this:
var container;
var camera, scene0, scene1, scene2, renderer;
var uniforms0, uniforms1, uniforms2;
var startTime;
var renderTarget0, renderTarget1;
var clock = new THREE.Clock();
// Rest of the JavaScript code follows...
body {
margin:0;
padding:0;
overflow:hidden;
}
<script src="//threejs.org/build/three.min.js"></script>
<div id="container"></div>
<!-- BREAK --->
<script id="vs0" type="x-shader/x-vertex">
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fs0" type="x-shader/x-fragment">
// Fragment shader code goes here...
</script>
<!-- BREAK --->
<script id="vs1" type="x-shader/x-vertex">
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fs1" type="x-shader/x-fragment">
// Another fragment shader code...
</script>
<!-- BREAK --->
<script id="vs2" type="x-shader/x-vertex">
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fs2" type="x-shader/x-fragment">
// Yet another fragment shader code...
</script>